genshou
First Post
The nice thing about Elements of Magic is that this is already a built-in feature. When you cast a stormbolt (one of the predesigned spells), it always deals 5d6 points of damage. If you want more, you have to spend more on the spell. That's a lot better.DanMcS said:The trick with spell points is to use a method similar to the augmentation of psionic powers. Yeah, magic missile is a 1st-level spell. It would be overpowered in a spell-point system that always charged 1 point for it, but let the number of missiles keep increasing with your caster level. So the trick would be, spells are always cast at their base power level unless you pay extra points to increase their effectiveness. Spend 1 point, get 1d4+1 points of magic missile damage. If you're 9th level, you can spend 9 points and get 5 missiles; it doesn't still cost just 1 point to get the better effect.
Similarly, a fireball is a 3rd level spell, and would cost 5 spell points. If you're 10th level and want it to do 10d6 damage, it costs 10 spell points. And so on. Basically, the caster level you get from an effect is equal to the spell points you spend on it, up to your caster level.
Then, you don't just sum up spells from the wizard spellcasting chart to give spell points. You instead say, wizards get spell points equal to (1 + their intelligence bonus) * their wizard level. You still get some low-end effects like invisible that are pretty cheap and good in a spell-point system, but it's not as bad.
The nice thing about using a spell point system with entirely new magic (such as Elements of Magic) is that it has more of the feel that a spell point game should. It's more like LoTR, or Earthsea (just finished watching that earlier tonight–very good 2-part miniseries).
I haven't been very impressed with UA after the overwhelming amount of praise I've heard from friends and seen on the boards, but the rules in there for the alternate magic system are definitely on par with Elements of Magic.